diff --git a/python/splendor/.gitignore b/python/splendor/.gitignore deleted file mode 100644 index 14b5c35..0000000 --- a/python/splendor/.gitignore +++ /dev/null @@ -1 +0,0 @@ -game_data/ \ No newline at end of file diff --git a/python/splendor/__init__.py b/python/splendor/__init__.py deleted file mode 100644 index 525291c..0000000 --- a/python/splendor/__init__.py +++ /dev/null @@ -1 +0,0 @@ -"""init.""" diff --git a/python/splendor/base.py b/python/splendor/base.py deleted file mode 100644 index dc3b16a..0000000 --- a/python/splendor/base.py +++ /dev/null @@ -1,675 +0,0 @@ -"""Base logic for the Splendor game.""" - -from __future__ import annotations - -import itertools -import json -import random -from dataclasses import dataclass, field -from typing import TYPE_CHECKING, Literal, Protocol - -if TYPE_CHECKING: - from collections.abc import Sequence - from pathlib import Path - -GemColor = Literal["white", "blue", "green", "red", "black", "gold"] - -GEM_COLORS: tuple[GemColor, ...] = ( - "white", - "blue", - "green", - "red", - "black", - "gold", -) -BASE_COLORS: tuple[GemColor, ...] = ( - "white", - "blue", - "green", - "red", - "black", -) - -GEM_ORDER: list[GemColor] = list(GEM_COLORS) -GEM_INDEX: dict[GemColor, int] = {c: i for i, c in enumerate(GEM_ORDER)} -BASE_INDEX: dict[GemColor, int] = {c: i for i, c in enumerate(BASE_COLORS)} - - -@dataclass(frozen=True) -class Card: - """Development card: gives points + a permanent gem discount.""" - - tier: int - points: int - color: GemColor - cost: dict[GemColor, int] - - -@dataclass(frozen=True) -class Noble: - """Noble tile: gives points if you have enough bonuses.""" - - name: str - points: int - requirements: dict[GemColor, int] - - -@dataclass -class PlayerState: - """State of a player in the game.""" - - strategy: Strategy - tokens: dict[GemColor, int] = field(default_factory=lambda: dict.fromkeys(GEM_COLORS, 0)) - discounts: dict[GemColor, int] = field(default_factory=lambda: dict.fromkeys(GEM_COLORS, 0)) - cards: list[Card] = field(default_factory=list) - reserved: list[Card] = field(default_factory=list) - nobles: list[Noble] = field(default_factory=list) - card_score: int = 0 - noble_score: int = 0 - - def total_tokens(self) -> int: - """Total tokens in player's bank.""" - return sum(self.tokens.values()) - - def add_noble(self, noble: Noble) -> None: - """Add a noble to the player.""" - self.nobles.append(noble) - self.noble_score = sum(noble.points for noble in self.nobles) - - def add_card(self, card: Card) -> None: - """Add a card to the player.""" - self.cards.append(card) - self.card_score = sum(card.points for card in self.cards) - - @property - def score(self) -> int: - """Total points in player's cards + nobles.""" - return self.card_score + self.noble_score - - def can_afford(self, card: Card) -> bool: - """Check if player can afford card, using discounts + gold.""" - missing = 0 - gold = self.tokens["gold"] - - for color, cost in card.cost.items(): - missing += max(0, cost - self.discounts.get(color, 0) - self.tokens.get(color, 0)) - if missing > gold: - return False - - return True - - def pay_for_card(self, card: Card) -> dict[GemColor, int]: - """Pay tokens for card, move card to tableau, return payment for bank.""" - if not self.can_afford(card): - msg = f"cannot afford card {card}" - raise ValueError(msg) - - payment: dict[GemColor, int] = dict.fromkeys(GEM_COLORS, 0) - gold_available = self.tokens["gold"] - - for color in BASE_COLORS: - cost = card.cost.get(color, 0) - effective_cost = max(0, cost - self.discounts.get(color, 0)) - - use = min(self.tokens[color], effective_cost) - self.tokens[color] -= use - payment[color] += use - - remaining = effective_cost - use - if remaining > 0: - use_gold = min(gold_available, remaining) - gold_available -= use_gold - self.tokens["gold"] -= use_gold - payment["gold"] += use_gold - - self.add_card(card) - self.discounts[card.color] += 1 - return payment - - -def get_default_starting_tokens(player_count: int) -> dict[GemColor, int]: - """get_default_starting_tokens.""" - token_count = (player_count * player_count - 3 * player_count + 10) // 2 - return { - "white": token_count, - "blue": token_count, - "green": token_count, - "red": token_count, - "black": token_count, - "gold": 5, - } - - -@dataclass -class GameConfig: - """Game configuration: gems, bank, cards, nobles, etc.""" - - win_score: int = 15 - table_cards_per_tier: int = 4 - reserve_limit: int = 3 - token_limit: int = 10 - turn_limit: int = 1000 - minimum_tokens_to_buy_2: int = 4 - max_token_take: int = 3 - - cards: list[Card] = field(default_factory=list) - nobles: list[Noble] = field(default_factory=list) - - -class GameState: - """Game state: players, bank, decks, table, available nobles, etc.""" - - def __init__( - self, - config: GameConfig, - players: list[PlayerState], - bank: dict[GemColor, int], - decks_by_tier: dict[int, list[Card]], - table_by_tier: dict[int, list[Card]], - available_nobles: list[Noble], - ) -> None: - """Game state.""" - self.config = config - self.players = players - self.bank = bank - self.decks_by_tier = decks_by_tier - self.table_by_tier = table_by_tier - self.available_nobles = available_nobles - self.noble_min_requirements = 0 - self.get_noble_min_requirements() - self.current_player_index = 0 - self.finished = False - - def get_noble_min_requirements(self) -> None: - """Find the minimum requirement for all available nobles.""" - test = 0 - - for noble in self.available_nobles: - test = max(test, min(foo for foo in noble.requirements.values())) - - self.noble_min_requirements = test - - def next_player(self) -> None: - """Advance to the next player.""" - self.current_player_index = (self.current_player_index + 1) % len(self.players) - - @property - def current_player(self) -> PlayerState: - """Current player.""" - return self.players[self.current_player_index] - - def refill_table(self) -> None: - """Refill face-up cards from decks.""" - for tier, deck in self.decks_by_tier.items(): - table = self.table_by_tier[tier] - while len(table) < self.config.table_cards_per_tier and deck: - table.append(deck.pop()) - - def check_winner_simple(self) -> PlayerState | None: - """Simplified: end immediately when someone hits win_score.""" - eligible = [player for player in self.players if player.score >= self.config.win_score] - if not eligible: - return None - eligible.sort( - key=lambda p: (p.score, -len(p.cards)), - reverse=True, - ) - self.finished = True - return eligible[0] - - -class Action: - """Marker protocol for actions.""" - - -@dataclass -class TakeDifferent(Action): - """Take up to 3 different gem colors.""" - - colors: list[GemColor] - - -@dataclass -class TakeDouble(Action): - """Take two of the same color.""" - - color: GemColor - - -@dataclass -class BuyCard(Action): - """Buy a face-up card.""" - - tier: int - index: int - - -@dataclass -class BuyCardReserved(Action): - """Buy a face-up card.""" - - index: int - - -@dataclass -class ReserveCard(Action): - """Reserve a face-up card.""" - - tier: int - index: int | None = None - from_deck: bool = False - - -class Strategy(Protocol): - """Implement this to make a bot or human controller.""" - - def __init__(self, name: str) -> None: - """Initialize a strategy.""" - self.name = name - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Return an Action, or None to concede/end.""" - raise NotImplementedError - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Called if player has more than token_limit tokens after an action. - - Default: naive auto-discard. - """ - return auto_discard_tokens(player, excess) - - def choose_noble( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, # noqa: ARG002 - nobles: list[Noble], - ) -> Noble: - """Called if player qualifies for multiple nobles. Default: first.""" - return nobles[0] - - -def auto_discard_tokens(player: PlayerState, excess: int) -> dict[GemColor, int]: - """Very dumb discard logic: discard from colors you have the most of.""" - to_discard: dict[GemColor, int] = dict.fromkeys(GEM_COLORS, 0) - remaining = excess - while remaining > 0: - color = max(player.tokens, key=lambda c: player.tokens[c]) - if player.tokens[color] == 0: - break - player.tokens[color] -= 1 - to_discard[color] += 1 - remaining -= 1 - return to_discard - - -def enforce_token_limit( - game: GameState, - strategy: Strategy, - player: PlayerState, -) -> None: - """If player has more than token_limit tokens, force discards.""" - limit = game.config.token_limit - total = player.total_tokens() - if total <= limit: - return - excess = total - limit - discards = strategy.choose_discard(game, player, excess) - for color, amount in discards.items(): - available = player.tokens[color] - to_remove = min(amount, available) - if to_remove <= 0: - continue - player.tokens[color] -= to_remove - game.bank[color] += to_remove - remaining = player.total_tokens() - limit - if remaining > 0: - auto = auto_discard_tokens(player, remaining) - for color, amount in auto.items(): - game.bank[color] += amount - - -def _check_nobles_for_player(player: PlayerState, noble: Noble) -> bool: - # this rule is slower - for color, cost in noble.requirements.items(): # noqa: SIM110 - if player.discounts[color] < cost: - return False - return True - - -def check_nobles_for_player( - game: GameState, - strategy: Strategy, - player: PlayerState, -) -> None: - """Award at most one noble to player if they qualify.""" - if game.noble_min_requirements > max(player.discounts.values()): - return - - candidates = [noble for noble in game.available_nobles if _check_nobles_for_player(player, noble)] - - if not candidates: - return - - chosen = candidates[0] if len(candidates) == 1 else strategy.choose_noble(game, player, candidates) - - if chosen not in game.available_nobles: - return - game.available_nobles.remove(chosen) - game.get_noble_min_requirements() - - player.add_noble(chosen) - - -def apply_take_different(game: GameState, strategy: Strategy, action: TakeDifferent) -> None: - """Mutate game state according to action.""" - player = game.current_player - - colors = [color for color in action.colors if color in BASE_COLORS and game.bank[color] > 0] - if not (1 <= len(colors) <= game.config.max_token_take): - return - - for color in colors: - game.bank[color] -= 1 - player.tokens[color] += 1 - - enforce_token_limit(game, strategy, player) - - -def apply_take_double(game: GameState, strategy: Strategy, action: TakeDouble) -> None: - """Mutate game state according to action.""" - player = game.current_player - color = action.color - if color not in BASE_COLORS: - return - if game.bank[color] < game.config.minimum_tokens_to_buy_2: - return - game.bank[color] -= 2 - player.tokens[color] += 2 - enforce_token_limit(game, strategy, player) - - -def apply_buy_card(game: GameState, _strategy: Strategy, action: BuyCard) -> None: - """Mutate game state according to action.""" - player = game.current_player - - row = game.table_by_tier.get(action.tier) - if row is None or not (0 <= action.index < len(row)): - return - card = row[action.index] - if not player.can_afford(card): - return - row.pop(action.index) - payment = player.pay_for_card(card) - for color, amount in payment.items(): - game.bank[color] += amount - game.refill_table() - - -def apply_buy_card_reserved(game: GameState, _strategy: Strategy, action: BuyCardReserved) -> None: - """Mutate game state according to action.""" - player = game.current_player - if not (0 <= action.index < len(player.reserved)): - return - card = player.reserved[action.index] - if not player.can_afford(card): - return - player.reserved.pop(action.index) - payment = player.pay_for_card(card) - for color, amount in payment.items(): - game.bank[color] += amount - - -def apply_reserve_card(game: GameState, strategy: Strategy, action: ReserveCard) -> None: - """Mutate game state according to action.""" - player = game.current_player - - if len(player.reserved) >= game.config.reserve_limit: - return - - card: Card | None = None - if action.from_deck: - deck = game.decks_by_tier.get(action.tier) - if deck: - card = deck.pop() - else: - row = game.table_by_tier.get(action.tier) - if row is None: - return - if action.index is None or not (0 <= action.index < len(row)): - return - card = row.pop(action.index) - game.refill_table() - - if card is None: - return - player.reserved.append(card) - - if game.bank["gold"] > 0: - game.bank["gold"] -= 1 - player.tokens["gold"] += 1 - enforce_token_limit(game, strategy, player) - - -def apply_action(game: GameState, strategy: Strategy, action: Action) -> None: - """Mutate game state according to action.""" - actions = { - TakeDifferent: apply_take_different, - TakeDouble: apply_take_double, - BuyCard: apply_buy_card, - ReserveCard: apply_reserve_card, - BuyCardReserved: apply_buy_card_reserved, - } - action_func = actions.get(type(action)) - if action_func is None: - msg = f"Unknown action type: {type(action)}" - raise ValueError(msg) - action_func(game, strategy, action) - - -# not sure how to simplify this yet -def get_legal_actions( # noqa: C901 - game: GameState, - player: PlayerState | None = None, -) -> list[Action]: - """Enumerate all syntactically legal actions for the given player. - - This enforces: - - token-taking rules - - reserve limits - - affordability for buys - """ - if player is None: - player = game.players[game.current_player_index] - - actions: list[Action] = [] - - colors_available = [c for c in BASE_COLORS if game.bank[c] > 0] - for r in (1, 2, 3): - actions.extend(TakeDifferent(colors=list(combo)) for combo in itertools.combinations(colors_available, r)) - - actions.extend( - TakeDouble(color=color) for color in BASE_COLORS if game.bank[color] >= game.config.minimum_tokens_to_buy_2 - ) - - for tier, row in game.table_by_tier.items(): - for idx, card in enumerate(row): - if player.can_afford(card): - actions.append(BuyCard(tier=tier, index=idx)) - - for idx, card in enumerate(player.reserved): - if player.can_afford(card): - actions.append(BuyCardReserved(index=idx)) - - if len(player.reserved) < game.config.reserve_limit: - for tier, row in game.table_by_tier.items(): - for idx, _ in enumerate(row): - actions.append( - ReserveCard(tier=tier, index=idx, from_deck=False), - ) - for tier, deck in game.decks_by_tier.items(): - if deck: - actions.append( - ReserveCard(tier=tier, index=None, from_deck=True), - ) - - return actions - - -def create_random_cards_tier( - tier: int, - card_count: int, - cost_choices: list[int], - point_choices: list[int], -) -> list[Card]: - """Create a random set of cards for a given tier.""" - cards: list[Card] = [] - - for color in BASE_COLORS: - for _ in range(card_count): - cost = dict.fromkeys(GEM_COLORS, 0) - for c in BASE_COLORS: - if c == color: - continue - cost[c] = random.choice(cost_choices) - points = random.choice(point_choices) - cards.append(Card(tier=tier, points=points, color=color, cost=cost)) - - return cards - - -def create_random_cards() -> list[Card]: - """Generate a generic but Splendor-ish set of cards. - - This is not the official deck, but structured similarly enough for play. - """ - cards: list[Card] = [] - cards.extend( - create_random_cards_tier( - tier=1, - card_count=5, - cost_choices=[0, 1, 1, 2], - point_choices=[0, 0, 1], - ) - ) - cards.extend( - create_random_cards_tier( - tier=2, - card_count=4, - cost_choices=[2, 3, 4], - point_choices=[1, 2, 2, 3], - ) - ) - cards.extend( - create_random_cards_tier( - tier=3, - card_count=3, - cost_choices=[4, 5, 6], - point_choices=[3, 4, 5], - ) - ) - - random.shuffle(cards) - return cards - - -def create_random_nobles() -> list[Noble]: - """A small set of noble tiles, roughly Splendor-ish.""" - nobles: list[Noble] = [] - - base_requirements: list[dict[GemColor, int]] = [ - {"white": 3, "blue": 3, "green": 3}, - {"blue": 3, "green": 3, "red": 3}, - {"green": 3, "red": 3, "black": 3}, - {"red": 3, "black": 3, "white": 3}, - {"black": 3, "white": 3, "blue": 3}, - {"white": 4, "blue": 4}, - {"green": 4, "red": 4}, - {"blue": 4, "black": 4}, - ] - - for idx, req in enumerate(base_requirements, start=1): - nobles.append( - Noble( - name=f"Noble {idx}", - points=3, - requirements=dict(req.items()), - ), - ) - return nobles - - -def load_nobles(file: Path) -> list[Noble]: - """Load nobles from a file.""" - nobles = json.loads(file.read_text()) - return [Noble(**noble) for noble in nobles] - - -def load_cards(file: Path) -> list[Card]: - """Load cards from a file.""" - cards = json.loads(file.read_text()) - return [Card(**card) for card in cards] - - -def new_game( - strategies: Sequence[Strategy], - config: GameConfig, -) -> GameState: - """Create a new game state from a config + list of players.""" - num_players = len(strategies) - bank = get_default_starting_tokens(num_players) - - decks_by_tier: dict[int, list[Card]] = {1: [], 2: [], 3: []} - for card in config.cards: - decks_by_tier.setdefault(card.tier, []).append(card) - for deck in decks_by_tier.values(): - random.shuffle(deck) - - table_by_tier: dict[int, list[Card]] = {1: [], 2: [], 3: []} - players = [PlayerState(strategy=strategy) for strategy in strategies] - - nobles = list(config.nobles) - random.shuffle(nobles) - nobles = nobles[: num_players + 1] - - game = GameState( - config=config, - players=players, - bank=bank, - decks_by_tier=decks_by_tier, - table_by_tier=table_by_tier, - available_nobles=nobles, - ) - game.refill_table() - return game - - -def run_game(game: GameState) -> tuple[PlayerState, int]: - """Run a full game loop until someone wins or a player returns None.""" - turn_count = 0 - while not game.finished: - turn_count += 1 - player = game.current_player - strategy = player.strategy - action = strategy.choose_action(game, player) - if action is None: - game.finished = True - break - - apply_action(game, strategy, action) - check_nobles_for_player(game, strategy, player) - - winner = game.check_winner_simple() - if winner is not None: - return winner, turn_count - - game.next_player() - if turn_count >= game.config.turn_limit: - break - - fallback = max(game.players, key=lambda player: player.score) - return fallback, turn_count diff --git a/python/splendor/bot.py b/python/splendor/bot.py deleted file mode 100644 index ee438be..0000000 --- a/python/splendor/bot.py +++ /dev/null @@ -1,288 +0,0 @@ -"""Bot for Splendor game.""" - -from __future__ import annotations - -import random - -from .base import ( - BASE_COLORS, - Action, - BuyCard, - BuyCardReserved, - Card, - GameState, - GemColor, - PlayerState, - ReserveCard, - Strategy, - TakeDifferent, - TakeDouble, - auto_discard_tokens, - get_legal_actions, -) - - -def can_bot_afford(player: PlayerState, card: Card) -> bool: - """Check if player can afford card, using discounts + gold.""" - missing = 0 - gold = player.tokens["gold"] - for color, cost in card.cost.items(): - missing += max(0, cost - player.discounts.get(color, 0) - player.tokens.get(color, 0)) - if missing > gold: - return False - - return True - - -class RandomBot(Strategy): - """Dumb bot that follows rules but doesn't think.""" - - def __init__(self, name: str) -> None: - """Initialize the bot.""" - super().__init__(name=name) - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Choose an action for the current player.""" - affordable: list[tuple[int, int]] = [] - for tier, row in game.table_by_tier.items(): - for idx, card in enumerate(row): - if can_bot_afford(player, card): - affordable.append((tier, idx)) - if affordable and random.random() < 0.5: - tier, idx = random.choice(affordable) - return BuyCard(tier=tier, index=idx) - - if random.random() < 0.2: - tier = random.choice([1, 2, 3]) - row = game.table_by_tier.get(tier, []) - if row: - idx = random.randrange(len(row)) - return ReserveCard(tier=tier, index=idx, from_deck=False) - - if random.random() < 0.5: - colors_for_double = [c for c in BASE_COLORS if game.bank[c] >= 4] - if colors_for_double: - return TakeDouble(color=random.choice(colors_for_double)) - - colors_for_diff = [c for c in BASE_COLORS if game.bank[c] > 0] - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[:3]) - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Choose how many tokens to discard.""" - return auto_discard_tokens(player, excess) - - -def check_cards_in_tier(row: list[Card], player: PlayerState) -> list[int]: - """Check if player can afford card, using discounts + gold.""" - return [index for index, card in enumerate(row) if can_bot_afford(player, card)] - - -class PersonalizedBot(Strategy): - """PersonalizedBot.""" - - """Dumb bot that follows rules but doesn't think.""" - - def __init__(self, name: str) -> None: - """Initialize the bot.""" - super().__init__(name=name) - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Choose an action for the current player.""" - for tier in (1, 2, 3): - row = game.table_by_tier[tier] - if affordable := check_cards_in_tier(row, player): - index = random.choice(affordable) - return BuyCard(tier=tier, index=index) - - colors_for_diff = [c for c in BASE_COLORS if game.bank[c] > 0] - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[:3]) - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Choose how many tokens to discard.""" - return auto_discard_tokens(player, excess) - - -class PersonalizedBot2(Strategy): - """PersonalizedBot2.""" - - """Dumb bot that follows rules but doesn't think.""" - - def __init__(self, name: str) -> None: - """Initialize the bot.""" - super().__init__(name=name) - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Choose an action for the current player.""" - tiers = (1, 2, 3) - for tier in tiers: - row = game.table_by_tier[tier] - if affordable := check_cards_in_tier(row, player): - index = random.choice(affordable) - return BuyCard(tier=tier, index=index) - - if affordable := check_cards_in_tier(player.reserved, player): - index = random.choice(affordable) - return BuyCardReserved(index=index) - - colors_for_diff = [c for c in BASE_COLORS if game.bank[c] > 0] - if len(colors_for_diff) >= 3: - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[:3]) - - for tier in tiers: - len_deck = len(game.decks_by_tier[tier]) - if len_deck: - return ReserveCard(tier=tier, index=None, from_deck=True) - - return TakeDifferent(colors=colors_for_diff[:3]) - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Choose how many tokens to discard.""" - return auto_discard_tokens(player, excess) - - -def buy_card_reserved(player: PlayerState) -> Action | None: - """Buy a card reserved.""" - if affordable := check_cards_in_tier(player.reserved, player): - index = random.choice(affordable) - return BuyCardReserved(index=index) - return None - - -def buy_card(game: GameState, player: PlayerState) -> Action | None: - """Buy a card.""" - for tier in (1, 2, 3): - row = game.table_by_tier[tier] - if affordable := check_cards_in_tier(row, player): - index = random.choice(affordable) - return BuyCard(tier=tier, index=index) - return None - - -def take_tokens(game: GameState) -> Action | None: - """Take tokens.""" - colors_for_diff = [color for color in BASE_COLORS if game.bank[color] > 0] - if len(colors_for_diff) >= 3: - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[: game.config.max_token_take]) - return None - - -class PersonalizedBot3(Strategy): - """PersonalizedBot3.""" - - """Dumb bot that follows rules but doesn't think.""" - - def __init__(self, name: str) -> None: - """Initialize the bot.""" - super().__init__(name=name) - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Choose an action for the current player.""" - print(len(get_legal_actions(game, player))) - print(get_legal_actions(game, player)) - if action := buy_card_reserved(player): - return action - if action := buy_card(game, player): - return action - - colors_for_diff = [color for color in BASE_COLORS if game.bank[color] > 0] - if len(colors_for_diff) >= 3: - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[:3]) - - for tier in (1, 2, 3): - len_deck = len(game.decks_by_tier[tier]) - if len_deck: - return ReserveCard(tier=tier, index=None, from_deck=True) - - return TakeDifferent(colors=colors_for_diff[:3]) - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Choose how many tokens to discard.""" - return auto_discard_tokens(player, excess) - - -def estimate_value_of_card(game: GameState, player: PlayerState, color: GemColor) -> int: - """Estimate value of a color in the player's bank.""" - return game.bank[color] - player.discounts.get(color, 0) - - -def estimate_value_of_token(game: GameState, player: PlayerState, color: GemColor) -> int: - """Estimate value of a color in the player's bank.""" - return game.bank[color] - player.discounts.get(color, 0) - - -class PersonalizedBot4(Strategy): - """PersonalizedBot4.""" - - def __init__(self, name: str) -> None: - """Initialize the bot.""" - super().__init__(name=name) - - def filter_actions(self, actions: list[Action]) -> list[Action]: - """Filter actions to only take different.""" - return [ - action - for action in actions - if (isinstance(action, TakeDifferent) and len(action.colors) == 3) or not isinstance(action, TakeDifferent) - ] - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: - """Choose an action for the current player.""" - legal_actions = get_legal_actions(game, player) - print(len(legal_actions)) - - good_actions = self.filter_actions(legal_actions) - print(len(good_actions)) - - print(good_actions) - - print(len(get_legal_actions(game, player))) - if action := buy_card_reserved(player): - return action - if action := buy_card(game, player): - return action - - colors_for_diff = [color for color in BASE_COLORS if game.bank[color] > 0] - if len(colors_for_diff) >= 3: - random.shuffle(colors_for_diff) - return TakeDifferent(colors=colors_for_diff[:3]) - - for tier in (1, 2, 3): - len_deck = len(game.decks_by_tier[tier]) - if len_deck: - return ReserveCard(tier=tier, index=None, from_deck=True) - - return TakeDifferent(colors=colors_for_diff[:3]) - - def choose_discard( - self, - game: GameState, # noqa: ARG002 - player: PlayerState, - excess: int, - ) -> dict[GemColor, int]: - """Choose how many tokens to discard.""" - return auto_discard_tokens(player, excess) diff --git a/python/splendor/human.py b/python/splendor/human.py deleted file mode 100644 index e955a69..0000000 --- a/python/splendor/human.py +++ /dev/null @@ -1,724 +0,0 @@ -"""Splendor game.""" - -from __future__ import annotations - -import sys -from typing import TYPE_CHECKING, Any - -from textual.app import App, ComposeResult -from textual.containers import Horizontal, Vertical -from textual.widget import Widget -from textual.widgets import Footer, Header, Input, Static - -from .base import ( - BASE_COLORS, - GEM_COLORS, - Action, - BuyCard, - BuyCardReserved, - Card, - GameState, - GemColor, - Noble, - PlayerState, - ReserveCard, - Strategy, - TakeDifferent, - TakeDouble, -) - -if TYPE_CHECKING: - from collections.abc import Mapping - -# Abbreviations used when rendering costs -COST_ABBR: dict[GemColor, str] = { - "white": "W", - "blue": "B", - "green": "G", - "red": "R", - "black": "K", - "gold": "O", -} - -# Abbreviations players can type on the command line -COLOR_ABBR_TO_FULL: dict[str, GemColor] = { - "w": "white", - "b": "blue", - "g": "green", - "r": "red", - "k": "black", - "o": "gold", -} - - -def parse_color_token(raw: str) -> GemColor: - """Convert user input into a GemColor. - - Supports: - - full names: white, blue, green, red, black, gold - - abbreviations: w, b, g, r, k, o - """ - key = raw.lower() - - # full color names first - if key in BASE_COLORS: - return key # type: ignore[return-value] - - # abbreviations - if key in COLOR_ABBR_TO_FULL: - return COLOR_ABBR_TO_FULL[key] - - error = f"Unknown color: {raw}" - raise ValueError(error) - - -def format_cost(cost: Mapping[GemColor, int]) -> str: - """Format a cost/requirements dict as colored tokens like 'B:2, R:1'. - - Uses `color_token` internally so colors are guaranteed to match your bank. - """ - parts: list[str] = [] - for color in GEM_COLORS: - n = cost.get(color, 0) - if not n: - continue - - # color_token gives us e.g. "[blue]blue: 3[/]" - token = color_token(color, n) - - # Turn the leading color name into the abbreviation (blue: 3 → B:3) - # We only replace the first occurrence. - full = f"{color}:" - abbr = f"{COST_ABBR[color]}:" - token = token.replace(full, abbr, 1) - - parts.append(token) - - return ", ".join(parts) if parts else "-" - - -def format_card(card: Card) -> str: - """Readable card line using dataclass fields instead of __str__.""" - color_abbr = COST_ABBR[card.color] - header = f"T{card.tier} {color_abbr} P{card.points}" - cost_str = format_cost(card.cost) - return f"{header} ({cost_str})" - - -def format_noble(noble: Noble) -> str: - """Readable noble line using dataclass fields instead of __str__.""" - cost_str = format_cost(noble.requirements) - return f"{noble.name} +{noble.points} ({cost_str})" - - -def format_tokens(tokens: Mapping[GemColor, int]) -> str: - """Colored 'color: n' list for a token dict.""" - return " ".join(color_token(c, tokens.get(c, 0)) for c in GEM_COLORS) - - -def format_discounts(discounts: Mapping[GemColor, int]) -> str: - """Colored discounts, skipping zeros.""" - parts: list[str] = [] - for c in GEM_COLORS: - n = discounts.get(c, 0) - if not n: - continue - abbr = COST_ABBR[c] - fg, bg = COLOR_STYLE[c] - parts.append(f"[{fg} on {bg}]{abbr}:{n}[/{fg} on {bg}]") - return ", ".join(parts) if parts else "-" - - -COLOR_STYLE: dict[GemColor, tuple[str, str]] = { - "white": ("black", "white"), # fg, bg - "blue": ("bright_white", "blue"), - "green": ("bright_white", "sea_green4"), - "red": ("white", "red3"), - "black": ("white", "grey0"), - "gold": ("black", "yellow3"), -} - - -def fmt_gem(color: GemColor) -> str: - """Render gem name with fg/bg matching real token color.""" - fg, bg = COLOR_STYLE[color] - return f"[{fg} on {bg}] {color} [/{fg} on {bg}]" - - -def fmt_number(value: int) -> str: - """Return a Rich-markup colored 'value' string.""" - return f"[bold cyan]{value}[/]" - - -def color_token(name: GemColor, amount: int) -> str: - """Return a Rich-markup colored 'name: n' string.""" - # Map Splendor colors -> terminal colors - color_map: Mapping[GemColor, str] = { - "white": "white", - "blue": "blue", - "green": "green", - "red": "red", - "black": "grey70", # 'black' is unreadable on dark backgrounds - "gold": "yellow", - } - style = color_map.get(name, "white") - return f"[{style}]{name}: {amount}[/]" - - -class Board(Widget): - """Big board widget with the layout you sketched.""" - - def __init__(self, game: GameState, me: PlayerState, **kwargs: Any) -> None: # noqa: ANN401 - """Initialize the board widget.""" - super().__init__(**kwargs) - self.game = game - self.me = me - - def compose(self) -> ComposeResult: - """Compose the board widget.""" - # Structure: - # ┌ bank row - # ├ middle row (tiers | nobles) - # └ players row - with Vertical(id="board_root"): - yield Static(id="bank_box") - with Horizontal(id="middle_row"): - with Vertical(id="tiers_box"): - yield Static(id="tier1_box") - yield Static(id="tier2_box") - yield Static(id="tier3_box") - yield Static(id="nobles_box") - yield Static(id="players_box") - - def on_mount(self) -> None: - """Refresh the board content.""" - self.refresh_content() - - def refresh_content(self) -> None: - """Refresh the board content.""" - self._render_bank() - self._render_tiers() - self._render_nobles() - self._render_players() - - # --- sections ---------------------------------------------------- - - def _render_bank(self) -> None: - bank = self.game.bank - parts: list[str] = ["[b]Bank:[/b]"] - # One line, all tokens colored - parts.append(format_tokens(bank)) - self.query_one("#bank_box", Static).update("\n".join(parts)) - - def _render_tiers(self) -> None: - for tier in (1, 2, 3): - box = self.query_one(f"#tier{tier}_box", Static) - cards: list[Card] = self.game.table_by_tier.get(tier, []) - lines: list[str] = [f"[b]Tier {tier} cards:[/b]"] - if not cards: - lines.append(" (none)") - else: - for idx, card in enumerate(cards): - lines.append(f" [{idx}] {format_card(card)}") - box.update("\n".join(lines)) - - def _render_nobles(self) -> None: - nobles_box = self.query_one("#nobles_box", Static) - lines: list[str] = ["[b]Nobles[/b]"] - if not self.game.available_nobles: - lines.append(" (none)") - else: - lines.extend(" - " + format_noble(noble) for noble in self.game.available_nobles) - nobles_box.update("\n".join(lines)) - - def _render_players(self) -> None: - players_box = self.query_one("#players_box", Static) - lines: list[str] = ["[b]Players:[/b]", ""] - for player in self.game.players: - mark = "*" if player is self.me else " " - token_str = format_tokens(player.tokens) - discount_str = format_discounts(player.discounts) - - lines.append( - f"{mark} {player.name:10} Score={player.score:2d} Discounts={discount_str}", - ) - lines.append(f" Tokens: {token_str}") - - if player.nobles: - noble_names = ", ".join(n.name for n in player.nobles) - lines.append(f" Nobles: {noble_names}") - - # Optional: show counts of cards / reserved - if player.cards: - lines.append(f" Cards: {len(player.cards)}") - if player.reserved: - lines.append(f" Reserved: {len(player.reserved)}") - - lines.append("") - players_box.update("\n".join(lines)) - - -class ActionApp(App[None]): - """Textual app that asks for a single action command and returns an Action.""" - - CSS = """ - Screen { - /* 3 rows: command zone, board, footer */ - layout: grid; - grid-size: 1 3; - grid-rows: auto 1fr auto; - } - - /* Top area with input + instructions */ - #command_zone { - grid-columns: 1; - grid-rows: 1; - padding: 1 1; - } - - /* Board sits in the middle row and can grow */ - #board { - grid-columns: 1; - grid-rows: 2; - padding: 0 1 1 1; - } - - Footer { - grid-columns: 1; - grid-rows: 3; - } - - Input { - border: round $accent; - } - - /* === Board layout === */ - - #board_root { - /* outer frame around the whole board area */ - border: heavy white; - padding: 0 1; - } - - /* Bank row: full width */ - #bank_box { - border: heavy white; - padding: 0 1; - } - - /* Middle row: tiers (left) + nobles (right) */ - #middle_row { - layout: horizontal; - } - - #tiers_box { - border: heavy white; - padding: 0 1; - width: 70%; - } - - #tier1_box, - #tier2_box, - #tier3_box { - border-bottom: heavy white; - padding: 0 0 1 0; - margin-bottom: 1; - } - - #nobles_box { - border: heavy white; - padding: 0 1; - width: 30%; - } - - /* Players row: full width at bottom */ - #players_box { - border: heavy white; - padding: 0 1; - } - """ - - def __init__(self, game: GameState, player: PlayerState) -> None: - """Initialize the action app.""" - super().__init__() - self.game = game - self.player = player - self.result: Action | None = None - self.message: str = "" - - def compose(self) -> ComposeResult: - """Compose the action app.""" - # Row 1: input + Actions text - with Vertical(id="command_zone"): - yield Input( - placeholder="Enter command, e.g. '1 white blue red' or '1 w b r' or 'q'", - id="input_line", - ) - yield Static("", id="prompt") - - # Row 2: board - yield Board(self.game, self.player, id="board") - - # Row 3: footer - yield Footer() - - def on_mount(self) -> None: - """Mount the action app.""" - self._update_prompt() - self.query_one(Input).focus() - - def _update_prompt(self) -> None: - lines: list[str] = [] - lines.append("[bold underline]Actions:[/]") - lines.append( - " [bold green]1[/] - Take up to 3 different gem colors " - "(e.g. [cyan]1 white blue red[/] or [cyan]1 w b r[/])", - ) - lines.append( - f" [bold green]2[/] - Take 2 of the same color (needs {fmt_number(4)} in bank, " - "e.g. [cyan]2 blue[/] or [cyan]2 b[/])", - ) - lines.append( - " [bold green]3[/] - Buy a face-up card (e.g. [cyan]3 1 0[/] for tier 1, index 0)", - ) - lines.append(" [bold green]4[/] - Buy a reserved card") - lines.append(" [bold green]5[/] - Reserve a face-up card") - lines.append(" [bold green]6[/] - Reserve top card of a deck") - lines.append(" [bold red]q[/] - Quit game") - if self.message: - lines.append("") - lines.append(f"[bold red]Message:[/] {self.message}") - self.query_one("#prompt", Static).update("\n".join(lines)) - - def _cmd_1(self, parts: list[str]) -> str | None: - """Take up to 3 different gem colors: 1 white blue red OR 1 w b r.""" - color_names = parts[1:] - if not color_names: - return "Need at least one color (full name or abbreviation)." - colors: list[GemColor] = [] - for name in color_names: - color = parse_color_token(name) - if self.game.bank[color] <= 0: - return f"No tokens left for color: {color}" - colors.append(color) - self.result = TakeDifferent(colors=colors[:3]) - self.exit() - return None - - def _cmd_2(self, parts: list[str]) -> str | None: - """Take two of the same color.""" - if len(parts) < 2: - return "Usage: 2 " - color = parse_color_token(parts[1]) - if self.game.bank[color] < self.game.config.minimum_tokens_to_buy_2: - return "Bank must have at least 4 of that color." - self.result = TakeDouble(color=color) - self.exit() - return None - - def _cmd_3(self, parts: list[str]) -> str | None: - """Buy face-up card.""" - if len(parts) < 3: - return "Usage: 3 " - tier = int(parts[1]) - idx = int(parts[2]) - self.result = BuyCard(tier=tier, index=idx) - self.exit() - return None - - def _cmd_4(self, parts: list[str]) -> str | None: - """Buy reserved card.""" - if len(parts) < 2: - return "Usage: 4 " - idx = int(parts[1]) - if not (0 <= idx < len(self.player.reserved)): - return "Reserved index out of range." - self.result = BuyCardReserved(tier=0, index=idx) - self.exit() - return None - - def _cmd_5(self, parts: list[str]) -> str | None: - """Reserve face-up card.""" - if len(parts) < 3: - return "Usage: 5 " - tier = int(parts[1]) - idx = int(parts[2]) - self.result = ReserveCard(tier=tier, index=idx, from_deck=False) - self.exit() - return None - - def _cmd_6(self, parts: list[str]) -> str | None: - """Reserve top of deck.""" - if len(parts) < 2: - return "Usage: 6 " - tier = int(parts[1]) - self.result = ReserveCard(tier=tier, index=None, from_deck=True) - self.exit() - return None - - def _unknown_cmd(self, _parts: list[str]) -> str: - return "Unknown command." - - def on_input_submitted(self, event: Input.Submitted) -> None: - """Handle user input.""" - text = (event.value or "").strip() - event.input.value = "" - if not text: - return - if text.lower() in {"q", "quit", "0"}: - self.result = None - self.exit() - return - - parts = text.split() - - cmds = { - "1": self._cmd_1, - "2": self._cmd_2, - "3": self._cmd_3, - "4": self._cmd_4, - "5": self._cmd_5, - "6": self._cmd_6, - } - cmd = parts[0] - - error = cmds.get(cmd, self._unknown_cmd)(parts) - - if error: - self.message = error - self._update_prompt() - return - - -class DiscardApp(App[None]): - """Textual app to choose discards when over token limit.""" - - CSS = """ - Screen { - layout: vertical; - } - - #command_zone { - padding: 1 1; - } - - #board { - padding: 0 1 1 1; - } - - Input { - border: round $accent; - } - """ - - def __init__(self, game: GameState, player: PlayerState) -> None: - """Initialize the discard app.""" - super().__init__() - self.game = game - self.player = player - self.discards: dict[GemColor, int] = dict.fromkeys(GEM_COLORS, 0) - self.message: str = "" - - def compose(self) -> ComposeResult: # type: ignore[override] - """Compose the discard app.""" - yield Header(show_clock=False) - - with Vertical(id="command_zone"): - yield Input( - placeholder="Enter color to discard, e.g. 'blue' or 'b'", - id="input_line", - ) - yield Static("", id="prompt") - - # Board directly under the command zone - yield Board(self.game, self.player, id="board") - - yield Footer() - - def on_mount(self) -> None: # type: ignore[override] - """Mount the discard app.""" - self._update_prompt() - self.query_one(Input).focus() - - def _remaining_to_discard(self) -> int: - return self.player.total_tokens() - sum(self.discards.values()) - self.game.config.token_limit - - def _update_prompt(self) -> None: - remaining = max(self._remaining_to_discard(), 0) - lines: list[str] = [] - lines.append( - "You must discard " - f"{fmt_number(remaining)} token(s) " - f"to get down to {fmt_number(self.game.config.token_limit)}.", - ) - disc_str = ", ".join(f"{fmt_gem(c)}={fmt_number(self.discards[c])}" for c in GEM_COLORS) - lines.append(f"Current planned discards: {{ {disc_str} }}") - lines.append( - "Type a color name or abbreviation (e.g. 'blue' or 'b') to discard one token.", - ) - if self.message: - lines.append("") - lines.append(f"[bold red]Message:[/] {self.message}") - self.query_one("#prompt", Static).update("\n".join(lines)) - - def on_input_submitted(self, event: Input.Submitted) -> None: # type: ignore[override] - """Handle user input.""" - raw = (event.value or "").strip() - event.input.value = "" - if not raw: - return - - try: - color = parse_color_token(raw) - except ValueError: - self.message = f"Unknown color: {raw}" - self._update_prompt() - return - - available = self.player.tokens[color] - self.discards[color] - if available <= 0: - self.message = f"No more {color} tokens available to discard." - self._update_prompt() - return - - self.discards[color] += 1 - if self._remaining_to_discard() <= 0: - self.exit() - return - - self.message = "" - self._update_prompt() - - -# --------------------------------------------------------------------------- -# Noble choice app -# --------------------------------------------------------------------------- - - -class NobleChoiceApp(App[None]): - """Textual app to choose one noble.""" - - CSS = """ - Screen { - layout: vertical; - } - - #command_zone { - padding: 1 1; - } - - #board { - padding: 0 1 1 1; - } - - Input { - border: round $accent; - } - """ - - def __init__( - self, - game: GameState, - player: PlayerState, - nobles: list[Noble], - ) -> None: - """Initialize the noble choice app.""" - super().__init__() - self.game = game - self.player = player - self.nobles = nobles - self.result: Noble | None = None - self.message: str = "" - - def compose(self) -> ComposeResult: # type: ignore[override] - """Compose the noble choice app.""" - yield Header(show_clock=False) - - with Vertical(id="command_zone"): - yield Input( - placeholder="Enter noble index, e.g. '0'", - id="input_line", - ) - yield Static("", id="prompt") - - # Board directly under the command zone - yield Board(self.game, self.player, id="board") - - yield Footer() - - def on_mount(self) -> None: # type: ignore[override] - """Mount the noble choice app.""" - self._update_prompt() - self.query_one(Input).focus() - - def _update_prompt(self) -> None: - lines: list[str] = [] - lines.append("[bold underline]You qualify for nobles:[/]") - for i, noble in enumerate(self.nobles): - lines.append(f" [bright_cyan]{i})[/] {format_noble(noble)}") - lines.append("Enter the index of the noble you want.") - if self.message: - lines.append("") - lines.append(f"[bold red]Message:[/] {self.message}") - self.query_one("#prompt", Static).update("\n".join(lines)) - - def on_input_submitted(self, event: Input.Submitted) -> None: # type: ignore[override] - """Handle user input.""" - raw = (event.value or "").strip() - event.input.value = "" - if not raw: - return - try: - idx = int(raw) - except ValueError: - self.message = "Please enter a valid integer index." - self._update_prompt() - return - if not (0 <= idx < len(self.nobles)): - self.message = "Index out of range." - self._update_prompt() - return - self.result = self.nobles[idx] - self.exit() - - -class TuiHuman(Strategy): - """Textual-based human player Strategy with colorful board.""" - - def choose_action( - self, - game: GameState, - player: PlayerState, - ) -> Action | None: - """Choose an action for the player.""" - if not sys.stdout.isatty(): - return None - app = ActionApp(game, player) - app.run() - return app.result - - def choose_discard( - self, - game: GameState, - player: PlayerState, - excess: int, # noqa: ARG002 - ) -> dict[GemColor, int]: - """Choose tokens to discard.""" - if not sys.stdout.isatty(): - return dict.fromkeys(GEM_COLORS, 0) - app = DiscardApp(game, player) - app.run() - return app.discards - - def choose_noble( - self, - game: GameState, - player: PlayerState, - nobles: list[Noble], - ) -> Noble: - """Choose a noble for the player.""" - if not sys.stdout.isatty(): - return nobles[0] - app = NobleChoiceApp(game, player, nobles) - app.run() - return app.result diff --git a/python/splendor/main.py b/python/splendor/main.py deleted file mode 100644 index 462c582..0000000 --- a/python/splendor/main.py +++ /dev/null @@ -1,19 +0,0 @@ -"""Main entry point for Splendor game.""" - -from __future__ import annotations - -from .base import new_game, run_game -from .bot import RandomBot -from .human import TuiHuman - - -def main() -> None: - """Main entry point.""" - human = TuiHuman() - bot = RandomBot() - game_state = new_game(["You", "Bot A"]) - run_game(game_state, [human, bot]) - - -if __name__ == "__main__": - main() diff --git a/python/splendor/public_state.py b/python/splendor/public_state.py deleted file mode 100644 index 73904da..0000000 --- a/python/splendor/public_state.py +++ /dev/null @@ -1,111 +0,0 @@ -"""Public state for RL/search.""" - -from __future__ import annotations - -from dataclasses import dataclass - -from .base import ( - BASE_COLORS, - BASE_INDEX, - GEM_ORDER, - Card, - GameState, - Noble, - PlayerState, -) - - -@dataclass(frozen=True) -class ObsCard: - """Numeric-ish card view for RL/search.""" - - tier: int - points: int - color_index: int - cost: list[int] - - -@dataclass(frozen=True) -class ObsNoble: - """Numeric-ish noble view for RL/search.""" - - points: int - requirements: list[int] - - -@dataclass(frozen=True) -class ObsPlayer: - """Numeric-ish player view for RL/search.""" - - tokens: list[int] - discounts: list[int] - score: int - cards: list[ObsCard] - reserved: list[ObsCard] - nobles: list[ObsNoble] - - -@dataclass(frozen=True) -class Observation: - """Full public state for RL/search.""" - - current_player: int - bank: list[int] - players: list[ObsPlayer] - table_by_tier: dict[int, list[ObsCard]] - decks_remaining: dict[int, int] - available_nobles: list[ObsNoble] - - -def _encode_card(card: Card) -> ObsCard: - color_index = BASE_INDEX.get(card.color, -1) - cost_vec = [card.cost.get(c, 0) for c in BASE_COLORS] - return ObsCard( - tier=card.tier, - points=card.points, - color_index=color_index, - cost=cost_vec, - ) - - -def _encode_noble(noble: Noble) -> ObsNoble: - req_vec = [noble.requirements.get(c, 0) for c in BASE_COLORS] - return ObsNoble( - points=noble.points, - requirements=req_vec, - ) - - -def _encode_player(player: PlayerState) -> ObsPlayer: - tokens_vec = [player.tokens[c] for c in GEM_ORDER] - discounts_vec = [player.discounts[c] for c in GEM_ORDER] - cards_enc = [_encode_card(c) for c in player.cards] - reserved_enc = [_encode_card(c) for c in player.reserved] - nobles_enc = [_encode_noble(n) for n in player.nobles] - return ObsPlayer( - tokens=tokens_vec, - discounts=discounts_vec, - score=player.score, - cards=cards_enc, - reserved=reserved_enc, - nobles=nobles_enc, - ) - - -def to_observation(game: GameState) -> Observation: - """Create a structured observation of the full public state.""" - bank_vec = [game.bank[c] for c in GEM_ORDER] - players_enc = [_encode_player(p) for p in game.players] - table_enc: dict[int, list[ObsCard]] = { - tier: [_encode_card(c) for c in row] for tier, row in game.table_by_tier.items() - } - decks_remaining = {tier: len(deck) for tier, deck in game.decks_by_tier.items()} - nobles_enc = [_encode_noble(n) for n in game.available_nobles] - return Observation( - current_player=game.current_player_index, - bank=bank_vec, - players=players_enc, - table_by_tier=table_enc, - decks_remaining=decks_remaining, - available_nobles=nobles_enc, - ) diff --git a/python/splendor/sim.py b/python/splendor/sim.py deleted file mode 100644 index 33ce13f..0000000 --- a/python/splendor/sim.py +++ /dev/null @@ -1,36 +0,0 @@ -"""Simulate a step in the game.""" - -from __future__ import annotations - -import copy - -from .base import Action, GameState, PlayerState, apply_action, check_nobles_for_player -from .bot import RandomBot - - -class SimStrategy(RandomBot): - """Strategy used in simulate_step. - - We never call choose_action here (caller chooses actions), - but we reuse discard/noble-selection logic. - """ - - def choose_action(self, game: GameState, player: PlayerState) -> Action | None: # noqa: ARG002 - """Choose an action for the current player.""" - msg = "SimStrategy.choose_action should not be used in simulate_step" - raise RuntimeError(msg) - - -def simulate_step(game: GameState, action: Action) -> GameState: - """Return a deep-copied next state after applying action for the current player. - - Useful for tree search / MCTS: - - next_state = simulate_step(state, action) - """ - next_state = copy.deepcopy(game) - sim_strategy = SimStrategy() - apply_action(next_state, sim_strategy, action) - check_nobles_for_player(next_state, sim_strategy, next_state.current_player) - next_state.next_player() - return next_state diff --git a/python/splendor/simulat.py b/python/splendor/simulat.py deleted file mode 100644 index 27a8161..0000000 --- a/python/splendor/simulat.py +++ /dev/null @@ -1,50 +0,0 @@ -"""Simulator for Splendor game.""" - -from __future__ import annotations - -from collections import defaultdict -from pathlib import Path -from statistics import mean - -from .base import GameConfig, load_cards, load_nobles, new_game, run_game -from .bot import PersonalizedBot4, RandomBot - - -def main() -> None: - """Main entry point.""" - turn_limit = 1000 - good_games = 0 - games = 1 - winners: dict[str, list] = defaultdict(list) - game_data = Path(__file__).parent / "game_data" - - cards = load_cards(game_data / "cards/default.json") - nobles = load_nobles(game_data / "nobles/default.json") - - for _ in range(games): - bot_a = RandomBot("bot_a") - bot_b = RandomBot("bot_b") - bot_c = RandomBot("bot_c") - bot_d = PersonalizedBot4("my_bot") - config = GameConfig( - cards=cards, - nobles=nobles, - turn_limit=turn_limit, - ) - players = (bot_a, bot_b, bot_c, bot_d) - game_state = new_game(players, config) - winner, turns = run_game(game_state) - if turns < turn_limit: - good_games += 1 - winners[winner.strategy.name].append(turns) - - print( - f"out of {games} {turn_limit} turn games with {len(players)}" - f"random bots there where {good_games} games where a bot won" - ) - for name, turns in winners.items(): - print(f"{name} won {len(turns)} games in {mean(turns):.2f} turns") - - -if __name__ == "__main__": - main()